Back in 2015, Undertale launched
digitally on PC to near-universal acclaim. When I first heard about the game on
launch, I felt like I needed to play it, but despite eventually getting a Steam
copy, I never got around to playing it. For some reason, it wasn’t until I got
a physical copy (specifically the Collector’s Edition) on PS4 for Christmas
that I finally took the plunge and completed the campaign just to see what all
the fuss was about. After a few hours over the course of two days, I walked
away thinking that Undertale really is a great game, but also feeling that in
some ways the hype had tempered my reaction to the experience.
Long ago, Humans and Monsters co-existed
until a war broke out between them. Victorious, the Humans used powerful magic
to seal the Monsters underground, never to be seen again. Many years later, in
201X, a child wanders over to the site of the barrier between the worlds on
Mount Ebott and falls through. Now they seek to return to the surface, which
may prove more difficult than imagined.
The start of the opening backstory. |
I won’t go too deeply into the actual
story, since the very existence of certain characters can qualify as a major
spoiler. However, I will say that the story that runs throughout the game, as
well as the gradually uncovered lore, is pretty interesting. The player will
also interact with a whole cast of characters, each with their own personality
and dynamics that help them feel unique and memorable. For this reason,
early-game characters Toriel, Sans and Papyrus became instant favorites. There
are certainly some shocking or genuinely emotional moments, which I would
attribute partly to the easy-to-follow, yet still somewhat complex plot, which
holds the story together.
Of course, my reaction to some of these
moments was tempered by the fact that I had been spoiled on certain parts of
the game before I got the chance to play. I’ll admit that this is at least
partly my own fault, but seeing fan stuff, as well as actual information about
the game, online or at San Diego Comic-Con and WonderCon had taken away some of
the surprise of the game during my playthrough. That said, I was able to dodge
spoilers about one particular area of the game and the spoilers didn’t prevent
me from figuring out why certain moments were meant to be shocking or impactful
and I still felt genuine emotion during certain moments I remained mostly
unaware of. Basically, being spoiled on this game ruined some of the surprise,
but didn’t do much to diminish my own enjoyment of the story and characters.
Then there’s the gameplay. Undertale is
a top-down RPG where the player can explore different areas of the Underground
and interact with various NPCs and visit shops to buy and sell items or stay at
an inn for a health bonus. Players can also equip items for various stat boosts
and use other items to open up parts of the world or complete certain side
events. When it comes time to fight bosses or enemies randomly encountered in
the overworld, combat begins.
Undertale’s combat system is rather
unique in that it combines elements from turn-based RPGs and Bullet Hell games
into a hybrid system. The player is given four options: FIGHT, ACT, ITEM and
MERCY. While FIGHT and ITEM serve pretty obvious functions, the two more
interesting ones are ACT and MERCY. The MERCY mechanic is Undertale’s main
selling point: that you can end any encounter non-violently. MERCY gives you
the option to Spare a monster or to Flee (running away is a standard RPG move).
To Spare a monster, the player will need to use the ACT function, which allows
the player to Check an enemy’s stats or perform any amount of unique actions
associated with each monster. Each monster is unique, with their own
personality traits and quirks, so figuring out each sequence of ACT commands to
gain the option to Spare them can be a puzzle of its own if the player chooses
to play non-violently.
An example of combat. |
Choosing any of the four main options will take up the player’s turn, at which point it becomes the monster’s turn and a white box will show up. Every monster has a unique pattern of attacks which the player has to dodge within this box. Dodging can get more difficult when faced with two or three monsters at once, so players are expected to stay on their toes during this segment. No matter how each encounter ends, the player will gain an amount of EXP and Gold, the latter of which can be spent at shops for better equipment and healing items.
While the overall gameplay is fairly
unique and interesting, I overall found it kind of average and the more
underwhelming aspect of the game. That’s not to say it was bad, far from it,
but it felt a bit easy and less challenging than I had expected. This extends
to one of the final bosses, which I had expected to be a big challenge based on
how people talked about it, but ended up beating it in two tries. In fact, on
the tougher bosses in the game, I got good enough at dodging, and maintaining a high amount of healing items throughout the game, that the low HP I maintained
based on my choices became largely a non-issue. Still, I commend the game for
at least trying something new and potentially laying the groundwork for a more
refined version of the system later down the line.
I’ll also mention here that one central
passive mechanic of the game is that it responds to your decisions. While these
responses can be very minor and the idea of a game reacting to choices isn’t
new, especially in popular games which have branching paths based around this,
I will at least say that Undertale is able to take this concept to levels
rarely seen in other games. I can’t say anything more without possibly spoiling
something, but it’s certainly something to keep in mind while playing.
One notable aspect of Undertale is how
its art style attempts to capture an old-school look with more simplistic
graphics, likely due to how small the dev team and budget were. In spite of
this artistic choice, it feels fitting after a while and is still capable of
showing off a good amount of creativity with monster design. That said, the art
style won’t appeal to everyone and whether or not the player can see past it
will likely affect their enjoyment of the game.
The music is also rendered such that it
evokes an old-school feeling, but it seems to work strongly in its favor. Toby
Fox has composed a score that sounds like a mixture of piano and electronic
which features heavy use of repeating leitmotifs. The result is a collection of
songs which really fit the atmosphere and tone of the game at any given moment
and a few of the tracks are highly memorable even outside the context of the
game, due in part to the aforementioned repetition of leitmotifs. A few
highlights from the soundtrack include Bonetrousle, Metal Crusher, CORE, Your
Best Nightmare and MEGALOVANIA.
Part of this complete breakfast! |
As mentioned before, I obtained a
physical Collector’s Edition of Undertale on PS4 before I finally played the
game. Along with the game, it also contained a physical 2-disc version of the
soundtrack which came with seven additional tracks not found in the normal
version (including the version of Bonetrousle featured in Undertale’s launch
trailer) and a music box locket. The mechanism of the locket is of pretty good
quality and we’ve determined that the locket plays the song Memory when wound
up. However, it’s possible to briefly trigger the mechanism for a second if the
locket is closed hard enough. Also, without spoiling anything, if you have the
locket in your possession before playing Undertale for the first time, like I
did, it will take on a greater significance once you've completed the story.
I thought it was worth it. |
One final thing to note is that
Undertale was surprisingly short. As stated on the game’s website, the average
playtime is about six hours, although it took me a little longer over a couple
of days due to how and when I played it. Additionally,
the PS4 version keeps the aspect ratio of the original PC release, so the
player has the ability to add a border around the game to fill in empty space
and keep things interesting (especially if you select the Dynamic border).
Undertale is indeed a great game, but,
as expressed by the developer, Toby Fox, it’s not perfect. The hybrid battle
system and overworld puzzles can feel a bit too easy at times, even when facing
some of the more challenging bosses. However, the game is more fondly known for
its intriguing premise and concepts, unique and likeable characters, genuinely
emotional moments and a rather memorable soundtrack even outside of the context
of the game. The experience of Undertale won’t completely satisfy everyone, especially
with how easy it is to find secrets on the internet, but it’s worth playing
through at least once. If you’re a fan of RPGs or want to see a good example of
a crowdfunded video game, try this game.
No comments:
Post a Comment